Files
seedds 846c54c63c Per-game notes beside each profile: dm/games/<id>/README.md for all 58 games, and the games table in dm/games/README.md. Each note says what the profile needs and why (a table of its game.tsv keys, patches.py cuts and frame-step stubs, sdk_patches.py cuts for its sdk build, manual shader rows), the game's own findings by topic (frame rate, memory, rendering, audio, movies, services, files and shaders, input, Mac routes), each marked current or resolved, a "Found on this game" list of the general host changes first needed there (one line each, linked to where they are explained), and what is still open, including stale profile comments and figures the sources disagree on. The notes gather what was spread over AGENTS.md, docs/development.md (Game notes and Power), docs/agents/01-05 and the profiles' own comments. The Game notes section of docs/development.md (523 lines, 53 games) is now a pointer to the table; development.md goes from 33,300 to 8,600 words. README.md, AGENTS.md and the Breath of the Wild link in 04-graphics.md point to the notes. A README.md in a profile folder changes no shader cache key (dmsh_chain.inputs hashes only the named tables and keys) and no profile listing (game.py lists folders with a game.tsv). Checked: every backticked span, module address, issue / PR number and 16-digit hash of AGENTS.md, development.md, dm/games/README.md and docs/agents/01-05 at 6a06877 (4,600 items) still appears in the repository's Markdown (five file patterns now appear as the full names they stood for), and every relative link and heading anchor in the repository's Markdown resolves
2026-10-25 12:28:47 +08:00

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ANIMAL WELL (010020D01AD24000)

Update 1.0.10 (v655360), SDK 20.5.7, on NVN (46 BNSH shaders). Modules main and sdk. All its assets, the shaders among them, are embedded in main: the program has no RomFS. The standard host and rewriter run this build with no game-specific fix: no shader overrides, rewriter cuts or host changes. Only this update is registered in the profile. The unsigned IPA is confirmed playable on the iPhone.

On the Mac: the opening rooms at 60 fps with movement, jumping and audio; item pickup and pause menus work. One repeat run recovered from an AudioUnit startup timeout through the existing audio restart path.

What it needs

Setting Where Why
romfs_marker empty game.tsv the Program NCAs have no data section: nx_extract creates an empty RomFS directory, which the empty marker checks; see Files
3.5 GB layout: mem_reserve 0xe0000000, mem_alias 0x10000000, mem_stack 0x10000000, app_pool 0xCD500000 game.tsv the provisional layout, which holds: a 256 MB alias region, a 256 MB stack region and a 2816 MB heap region. main sets a heap of at most the pool − 64 MB − 536 MB of bss (counted as used memory)
sys_resource 0x0 game.tsv the NPDM declares 0 MB of system resource: IsVirtualAddressMemoryEnabled is false, as on Horizon
pad_layout simple game.tsv the 2D virtual pad; B jumps
shader_groups /=romfs game.tsv the shaders are in main

Files

  • Both the base and the update Program NCAs have no data section. The assets live in main, whose read-only segment is about 32 MB.
  • Current: nx_extract creates an empty RomFS directory (and a header-only survey manifest) when neither program has a data section. Base and update extraction were checked in both full and manifest modes.

Shaders

  • Current: 46 BNSH shaders embedded in main (1 vertex, 45 pixel), all translated for Mac and iOS by the existing splitter and translator. The prewarm list covers the opening rooms.

Memory

  • main has about 537 MB of bss, counted by the existing big-module memory rule.
  • During a four-minute Mac run, resident memory stayed near 855 MB and Metal allocations at 159 MB.

Found on this game

  • An empty RomFS for a program without a data section (nx_extract; an empty romfs_marker checks the directory itself): dm/games/README.md.

Open

  • Save and reload are unverified: the test did not reach a save checkpoint.
  • The bss is 536 MB in game.tsv's comment and about 537 MB in the bring-up notes (Memory).
  • The player-facing README lists the games that start in the 2D layout and says the others start in 3D; ANIMAL WELL is not in that list, but its profile has pad_layout simple (2D).